I realized I was being stupid when I worried about “front” and “back”–they are meaningless, as far as how the user sees them in Radiant, it’s only the “front” and “back” relative to a ray’s path during raytracing that matters. So you set the “front” and “back” opacity to whatever, then, during raytracing, a ray from a light that is situated on one side of a “cull none” surface to which the translucent shader is applied illuminates the first side of the surface it encounters (please realize, at this point, that I’m going on various assumptions that are, most likely, quite ignorant of the actual q3map2 raytracing process) using the “front” calculation. Since it’s working on the “front” for this first side, it does a quick “back” calculation and applies this to the other side of the same “cull none” surface. At this point, our pal the ray goes on about its marry way, illuminating all sorts of “normal” things and quickly forgetting about its torrid tryst of translucency. A new ray, however, is heading in our direction, from a different light source this time, and this ray is headed in almost the opposite direction as the first one. So the first side of our translucent surface that this new ray hits was the “back” before. Never fear, though, because this ray is keen. It sees our surface and knows that it needs to do a “front” calculation on the first side it hits. Having done that, it proceeds to throw in some “back” information for the other side. And I think things could just carry on like this until the cows come home (rendertimes would probably be increased by this functionality to that old-wives-tale kind of span, anyway).
So yeah, what exactly do I envision “front” and “back” to be? Well the “front” calculation would be kind of like lightmapping any old “surfaceParm trans” surface. The “front” opacity is “x” (a normalized value between 0 and 1), so you apply “x” amount of light from every ray that passes through to the “front” calculation, and let “1-x” amount of light get by the “front” and start the same calculation for the “back.” At least, I think that’s how it would work. Maybe somebody smarter than me could look at that shot I posted before, and summarize translucent raytracing more clearly?
Is anybody interested in this type of feature?